#version 450
layout(location = 0) in vec3 fragNormal;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;

void main() {
    float r = (cos(fragNormal.r)+1.0)*0.5;
    float g = (sin(fragNormal.g)+1.0)*0.5;
    float b = (sin(fragNormal.b)+1.0)*0.5;
    outColor = vec4(r,g,b,1.0);
}
